Editing Neutral game
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The '''neutral game''', or just '''neutral''', is a phase during gameplay when no player has a | The '''neutral game''', or just '''neutral''', is a phase during gameplay when no player has a situational advantage over the other. In this phase, either player's objective is to "win the neutral game", i.e. land a hit with possible follow-ups, or [[punish]] the enemy for a failed attempt to do so. A strong neutral game is crucial at top level play, as it is necessary to put the opponent in a disadvantageous position. | ||
Some characters have an advantage during the neutral game, depending on the [[matchup]]. For example, a [[projectile]] may be used to pressure the enemy into making a move. Other possible advantages include attack range and mobility. | |||
The neutral game can be looked at as a [https://docs.google.com/drawings/d/1AJqWdlRkZDeYU8KrhcJuIiXCqO09xWO9byR1W5xGLSc/edit?usp=sharing triangle of sorts], like Rock, Paper, Scissors, where each vertex overrides another. Grabbing goes through shielding. [[Shield]]s can block attacks and leave opportunities to punish afterward. Regular attacks can outprioritize grabs due to their generally superior range and speed. This triangle mindgame adds a new layer of strategy. Players must anticipate what course of action in the triangle their opponent will take during the neutral game. | |||
This way of looking at the neutral game does not encompass the entire picture, however; players generally have more than 3 options available to them (such as moving out of the way if they feel they are too close to the opponent, or using different attacks at a time). In addition, although shields do block attacks, many high level players will often space their attacks so as to make them as difficult to punish as possible, either by placing it as far away as possible while still connecting with the move, or by overshooting behind them to limit the opponent's out-of-shield options in the case of aerials. In fact, the attacks they use in this situation could be safe (or in most cases, simply difficult to react to on shield without good prediction) even if not spaced properly, thus baiting players to preemptively use their out-of-shield options to punish the opponent (if they recognize this, they can opt to escape or continue shielding instead). Stage position also greatly affects which options are viable for either player; the player who takes the center of the stage has much better options than the player who is closer to the ledge. Thus, a player that successfully pressures the opponent into limiting their own movement by forcing them to use more defensive options or move to the ledges of the stage generally wins the neutral game, since they will know exactly how to counter these options and punish them. | |||
A character's effectiveness in the neutral game comes down to three main factors: mobility, attack speed, and range. Good mobility grants easier movement and repositioning, and can allow a character to respond quickly when they find an opening, or retreat to escape pressure. Fast attack speed makes a character unpredictable, and can be used to force reactions and create openings. Characters with long reach in their attacks can fight at a safe distance, and range also encompasses projectiles, which are essential for applying pressure and limiting the opponent's options. While a character who is proficient in all three areas will have a powerful neutral game, some characters are dominant in the neutral despite lacking in one aspect. Falco in ''Super Smash Bros. Melee'' and ''Super Smash Bros. Brawl'' has average horizontal mobility, but his {{b|Blaster|Falco}} is a potent projectile, and he boasts fast attack speed as well, and his strong neutral is a large reason behind his top-tier placement in both games. | |||
A common mistake made by beginners is to always approach the opponent with the exact same option without putting much thought into how the opponent might also want to approach or if they aim to punish these options. Without any level of unpredictability or situational awareness, it can be very difficult to mount an offense against a better player. Understanding the difference between engaging the opponent (i.e. approaching through movement to win neutral by positioning) and actually attacking them is a key point in neutral and not grasping it will hurt the player more often than not. | All characters have multiple different offensive and defensive options available to them in the neutral game, and a player's decision to use these tools is based on a variety of factors, including the strength of their potential following a successful neutral opener, as well as their opponent's decisions in neutral. For example, the previously mentioned Falco is known for having one of the most complicated neutral games in ''Melee'', due to the wide variety of offensive options available to him, and each option is effective in their own situations. Falco's most rewarding punish option at low percents involves starting a large combo with [[Falco (SSBM)/Down special|Shine]], but this move has the smallest hitbox out of all his attacks and is thus difficult to land in neutral. As such, Falco's optimal neutral game requires him to land one of his other combos into Shine. His best aerial options in neutral are his {{Mvsub|Falco|SSBM|neutral aerial}}, {{Mvsub|Falco|SSBM|down aerial}}, and {{Mvsub|Falco|SSBM|back aerial}} (all of which can be SHFFL'ed), each with their own strengths and weaknesses in different situations. Falco's nair has the largest hitbox in front of his body and the least landing lag (making it more difficult to punish or [[shield grab]]). However, it can be easily [[crouch cancel]]ed and can be difficult to land a guaranteed followup if the opponent [[DI]]s away when hit. His dair is extremely difficult to crouch cancel and has the best combo potential (even if the opponent DIs away), but has much less range than his nair and higher landing lag, making it easier to shield grab. Falco's bair deals a large 15%, has the least total lag (it can be [[autocancel]]ed following a short hop), and has the farthest reach behind his body, but also has the smallest hitbox in front of his body, and has the highest landing lag of the three while also losing to crouch cancel. Falco's grab is among the least rewarding of his neutral openers; it cleanly beats shielding opponents, but has no guaranteed followups, as his {{Mvsub|Falco|SSBM|up throw}} (unlike Fox's) can be escaped using [[smash DI]]. Despite the effectiveness of his lasers, they only deal 2% each and do not give Falco a frame advantage when landed vs. grounded opponents. As such, opponents are strongly incentivized to shield against Falco in neutral, which forces Falco players to find calculated openings in order to maximize their punish game. | ||
A common mistake made by beginners is to always approach the opponent with the exact same option, such as dash attack or dash grab, without putting much thought into how the opponent might also want to approach or if they aim to punish these options. Without any level of unpredictability or situational awareness, it can be very difficult to mount an offense against a better player. Understanding the difference between engaging the opponent (i.e. approaching through movement to win neutral by positioning) and actually attacking them is a key point in neutral and not grasping it will hurt the player more often than not. | |||
==Notable examples== | ==Notable examples== | ||
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===''[[Ultimate]]''=== | ===''[[Ultimate]]''=== | ||
*{{SSBU|Wolf}}: {{b|Blaster|Wolf}} fires a transcendent projectile that is extremely useful for forcing or disrupting approaches. Forward aerial is fast, has decent range, and autocancels in a short hop. He has excellent aerial mobility, with one of the fastest air speeds in the game as well as good air acceleration. | *{{SSBU|Wolf}}: {{b|Blaster|Wolf}} fires a transcendent projectile that is extremely useful for forcing or disrupting approaches. Forward aerial is fast, has decent range, and autocancels in a short hop. He has excellent aerial mobility, with one of the fastest air speeds in the game as well as good air acceleration. | ||
*{{SSBU|Olimar}}: [[Pikmin Throw]] is a great tool for creating long-range pressure and forcing the opponent to approach, in which Olimar's long-range grab and decently safe up smash can start combos after opponents commit to unsafe approach options. | *{{SSBU|Olimar}}: [[Pikmin Throw]] is a great tool for creating long-range pressure and forcing the opponent to approach, in which Olimar's long-range grab and decently safe up smash can start combos after opponents commit to unsafe approach options. | ||
==See also== | ==See also== |